Uriel Qualanthri was once a striking and severe acolyte of Aerenal, a combat medic and warrior among the Black Doves — the elvish warrior priests of mercy and death. She judged the dead and dying on the battlefield without pity, destroying undead and silencing those she deemed unfit to survive. Though revered as a merciful healer, she was branded with the Dragonmark of Death, member of a bloodline most believed exterminated by the dragons and elves who destroyed House Vol. She secretly worshipped and sought to resurrect Erandis Vol, the half-dragon lich queen, believing Vol and her offspring to be the ultimate rulers of Eberron.
Uriel fought in the Last War, conscripted into the Pax Imperium with her sisters of the Light of Aerenal. She healed with one hand and slew with the other, concealing her nature from allies and rivals. After the war, she established a frontier hospital in the Talenta Plains to respond to a growing pestilence. There, she secretly spread the affliction rather than cure it and cultivated undead servants in preparation for her vile intents.
Uriel was ultimately successful in her quest to bring the rise of Erandis Vol, by becoming the Dragon mother herself. She discovered that her commander, Gabrielle Duin, was the secret consort of Emperor Caius III and a rebel spy, with a plan to marry the Dragon Emperor and bear his child. Uriel proved herself a superior necromancer and concubine, and eventually slew Duin and took her place at the Emperor’s side. With a blasphemous ritual she placed the amorous Emperor into a permanent coma, where he could do little else but affirm her mandate and impregnate her at her whim. For a decade she has born his daughters, each a failure to produce the Dragon heir.
During her rise to power, she allied with three other malcontents who occupied positions of power throughout the Empire – John C. LaBeefe, a regional governor and transportation magnate consumed by eldritch abberations, Locke Pierce, an artificer and automaton who led the Warforged rebellion in the Mournlands, and Esther Crona, the apprentice of Varyn Crona who assassinated most of the Imperial Council and now leads the Inquisition, an imperial police force charged with destroying the Emporer’s enemies. The four are now bitter enemies, and work from their various sinecures to undermine one another in a struggle for ultimate power. Uriel is possibly the most powerful of them all, controlling the Church, the Imperial bureaucracy, and the Emperor himself.
In her holy vigil at his side, Uriel forswore battle and committed herself to the founding of the Ivory Lazaret, the hospital-retreat and cloister in the Imperial City built around the Emperor’s incapacitated flesh. She purged the highest echelons of the Black Doves with witch hunts for treason and blasphemy, and inducted the loyal remainder into a fertility cult, a corrupted nunnery obsessed with mothering the dragon bloodline. There, they birth a race of half-dragons destined to lead Uriel’s undead armies to scourge Khorvaire’s kingdoms, so that Uriel and her elvish sisters could return to Aerenal victorious.
Uriel is now revered as the Holy Empress, but in truth she rules as the terrible sorcerous queen known as the White Death. She has crushed gods, heroes, and faiths which might oppose her unholy charade. She is pregnant with her fifth child by the comatose Emperor and is said never to leave his side. Yet in truth she raises vast armies of undead from the victims of her wars, ruling them in secret with a blackened hand and a crown of lies.
Holy Empress and Light of Aerenal
:
The grand ivory doors of the Lazaret swing open onto a shallow antechamber. You step into a vaulted vestibule of soaring columns and radiant stained glass. Colored light scatters across the ivory floor where a mosaic of doves spreads its wings in flight. Families kneel on benches in hushed vigil, their heads bowed too long, their stillness uncanny. At the far end, beneath a colossal mural of the Emperor Caius, two wardens in sable cloaks keep solemn watch.
The silence here is suffocating, as though every whisper must bend itself into prayer. The air is cool and fragrant with incense. In the center stands a marble basin filled with clear water, its surface reflecting the golden light of lanterns above. Inscribed across the lintel in Elvish is a phrase: “None may enter who come bearing harm.”

The mural’s gaze follows intruders no matter where they stand. His painted lips appear to murmur “Wake Me” when seen from the corner of the eye.
Anyone attempting to pass without honoring the ward triggers its defense:
The ward ignores the Lazaret’s staff and patients, who naturally wash their hands, bow, and pass quietly.

In a baneful twist, players who succeed in the solution and wash themselves are infected with a disease (unless immune) which drains their power when they need it most. Until the infection is cured, each time this character rolls initative they suffer 1 level of exhaustion, which stacks. Casting lesser restoration on the creature will cure one level of exhaustion. Creatures Uriel chooses are immune to this effect.
A locked reliquary hidden beneath the lectern contains a velvet pouch of powdered diamond (500 gp) used in ritual healings, a priest’s pack, and two bags each containing 30 gold.
The key to the reliquary can be found hanging from a nail in the corner of the room, a successful Investigation check DC 16 will reveal it.
Beyond carved double doors lies a cathedral of hospital beds. Dozens of figures lie motionless under white sheets, their shallow breathing almost imperceptible. Nuns in immaculate habits drift between rows, their voices twining in a lullaby that never ends. The air muffles all sound — speech above a whisper dies on the lips.
The hush here gnaws at the mind. Even the scrape of boots feels like a trespass.
Any attempt to speak above a whisper fails unless the speaker succeeds on a DC 15 Wisdom saving throw. Breaking the silence risks awakening patients or drawing a Sister’s gaze.
Repeated violation will cause the black armor clad wardens to approach the offender and demand they leave or face arrest.

A locked apothecary cabinet contains crystal vials: 3 Potions of Greater Healing, a Tincture of Stillness (potion, uncommon) and an herbalist’s kit.
Tincture of Stillness. When drunk, this tincture grants resistance to necrotic damage for 1 hour, but the user is unable to speak above a whisper during that time.
The sisters and patients in this room will ignore intruders unless they disrupt the quiet or provision of care. Any questions to the sisters will be met with a hush. If the players trigger combat in any of the other rooms of the Lazaret, the sisters and patients (undead) will join the fight.
The doors open to a palatial nursery awash in golden daylight. Rugs embroidered with dragons and lilies cover the floor; ivory dolls and gilded blocks litter the space. Eight young girls, ages three to ten, are scattered across the room: one sketching in chalk, two stacking blocks, the eldest helping the youngest balance on a stool. For a moment it is idyllic. Then they all turn at once, their heads snapping toward the doorway, gloom-filled eyes fixed on you.
A character who succeeds on a DC 14 Insight check feels that the children are far more perceptive and intelligent than they should be, suggesting they are potentially more of a threat than normal children.
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Small humanoid (half-dragon), chaotic evil — CR 3 (700 XP each)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 12 (+1) | 10 (+0) | 11 (+0) | 14 (+2) |
Innocent Facade. A Daughter appears as a weeping child until she attacks. Creatures who see her must succeed on a DC 13 Insight check or hesitate (disadvantage on their first attack against her).
Draconic Blood. Each Daughter has a minor draconic breath; their resistances and breath type vary (see Breath Weapon).
Pack Tactics If at least two Daughters are within 5 ft. of a target creature, they gain advantage on melee attacks against that creature.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing.
Breath Weapon (Recharge 5–6). Each Daughter exhales a 15-ft cone or 20-ft line (type depends on her bloodline):
Wail of Rejection. When reduced to 0 HP, the Daughter lets out a keening cry. All non-undead creatures within 10 ft. must make a DC 13 Wis save or take 4d6 (9) psychic damage, or half on a successful save.

An arched walkway opens into a sweeping terrace overlooking the capital city. Beds of lilies and roses bloom in impeccable order, their fragrance almost too pure. Smooth ivory paths wind wide enough to carry the Emperor’s chair, every tile polished mirror-bright. At the garden’s center stands a great ivory tree, its branches hung with silver chimes that tinkle with each passing breeze.
A dove-shaped pool spills water so clear it seems unreal. Creatures who drink the water gain the benefits of a Long Rest, a creature can benefit from this blessing only once in their lifetime.
Bleeding into the roots of the ivory tree is a freshly murdered archbishop of Arawai wearing an Amulet of Health, still clutched by his now dead hand. His final prayer, frozen on his lips and dry motionless eyes, was cut short by a knife in the back.
The amulet can be claimed, but disturbing the corpse risks alerting the garden’s hidden wardens. If the body is moved or the amulet taken, the archbisop springs to life as a Revenant Wight bound to slay whoever stole his charge.
Wonderous item, Rare (requires attunement)
This knob is pretty nice. When attached to a door, it allows a user to open that door with the strength of the nearest animal. For example, if there is a cow nearby, the user will have the “strength of a cow” while opening this door.
A character may attempt to sanctify the corpse instead of looting it. A DC 15 Religion check (or casting a holy spell such as protection from evil and good or gentle repose) keeps the archbishop at peace and prevents his reanimation. Doing so still allows recovery of the amulet, but only if the players recognize the necessity of treating the scene with reverence.
If the characters respect the archbishop’s rest, they pass unharmed. If they desecrate it for treasure, the Lazaret punishes them with its own.
The giant golden doors open into a vaulted chamber draped in silks of ivory and gold. The air is thick with incense and hushed prayer, the floor laid with carpets soft enough to muffle every step. At its heart rests the Dragon Emperor Caius III upon a golden bed, his frail body swaddled in immaculate linens. His eyes are closed, lips faintly moving in ceaseless assent — “Yes….yes….” — as though answering a voice only he hears.
Around him circle six Sisters of the Light, their chants weaving a low harmony that rises to the painted dome above. The murals here show angels, demons, and dragons alike, bent in adoration, but their faces seem strained, their eyes sharp with judgment.
Against the side of the bed, clasping the Emperor’s right hand, kneels Holy Empress Uriel whispering an earnest prayer. Her hand rests lightly on the ivory rail at the Emperor’s side, her gaze steady, unblinking. She makes no move to advance, no sign of aggression — but her awareness of the group is assured.
If combat breaks out here, the Sisters scream, and the wards of the Lazaret will stir. Undead patients will arrive from behind within 2 rounds, sealing the chamber and trapping the party between Uriel and the dead.
This is not a throne room or temple — it is a private chamber of convalescence, for a hopelessly ill and tremendously wealthy man. The finery and cleanliness is heavenly, an illusion of mercy and divine grace hangs heavy in the silent shuffling and clearing of throats. But every breath of incense, every whispered “yes,” reveals it for what it is: a mausoleum of the living. Some natural power is coming from the Emperor and the Sisters are drawing it out. The uniform pregnancy of the convent is especially unsettling, and this
If the Ward of Silence was not dealt with, the commotion of combat here will draw the attention of the patients and Sisters. Within 3 rounds, the undead of the Ward will flood in from behind, sealing the party in a two-front fight.
“Shhh… you’ll wake him.
Do you see? My love rests at last, untroubled by wars, by councils, by the pettiness of mortal rule. He whispers only one word now, the only word a ruler ever needs to know. Yes.
I have given him peace. I have given his empire a womb from which a new era will rise, born on Khyber’s wings and blood. My daughters will lead legions, my Sisters will tend to the sick and dying, and my son will rule the world. And you — what are you? Vagabonds who disturb my vigil, blades dripping with the sins of the world. Do you come to disturb my stricken husband, disrupt my prayers? To rouse our corpse-king from his holy sleep? Or will you kneel, as all things must, and whisper the same word he does: ‘Yes, Holy Empress. I will serve you in life and death.’”
Uriel QuaranthiUriel fights as a legendary foe here, her lair actions will take effect and the Temple wards will trigger. Surviving undead from throughout the hospital will rush the room and will not let up, even after her death. Leaving the grounds will be an awful ordeal if done on foot. The doors can be sealed but a sufficient horde can break it down with 3 turns of uninterrupted effort.
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Medium humanoid (elf), lawful evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 18 (+4) | 18 (+4) | 9 (-1) | 22 (+6) | 18 (+4) |
Legendary Resistance (3/Day). If Uriel fails a saving throw, she can choose to succeed instead.
Death Ward. The first time Uriel would be reduced to 0 hit points, she drops to 1 hit point instead and immediately take a Legendary Action. She regains this ability at dusk.
Eyes of the Grave. Uriel is aware of all undead within 120 feet and can communicate with them telepathically.
Dragonmark of Death Undead allies of Uriel within 60 feet gain 10 temporary hit points when they appear or start their turn in the aura and have advantage on their first attack that turn.
Uriel has a +11 to hit with spell attacks and a DC 19 spell save. Wisdom is her spellcasting ability.
If her fetus is killed, removed, or destroyed, she loses the ability to cast any spells.
Spirit Guardians (Concentration; 3/Day). Spectral doves and umbral judges swirl in a 15-ft emanation centered on Uriel for up to 10 minutes. Hostile creatures of her choice that start their turn in the area must make a DC 19 Wis save, taking 21 (6d6) radiant or necrotic (Uriel’s choice) on a failed save, or half as much on a success. The area is difficult terrain for those creatures. Creatures who fail their saving through from this Emanation are frightened until they leave range.
Multiattack. Uriel makes two Mourning Dove attacks, or one Mourning Dove attack and casts a cantrip or Inflict Wounds (2nd level).
Mourning Dove. Melee Weapon Attack (Scythe): +10 to hit, reach 10 ft., up to 2 targets within 5 ft. of each other. Hit: 15 (2d8 + 7) slashing and is cursed. The next time that creature is hit by an attack, it is vulnerable to all damage from that attack, then the curse ends.
Breath of the Grave (Recharge 5–6). Each living creature within 20 ft. of Uriel must make a DC 19 Con save, taking 36 (8d8) necrotic damage on a failure, or half as much on a success. Undead of Uriel’s choice in the area instead regain 36 hit points.
Command the Dead. One undead ally Uriel can see within 60 ft. immediately uses its reaction to move up to its speed and make one attack.
Summon Undead (2/Day). Uriel summons up to 2 Grave Acolytes or 1 Black Dove Wight. The summoned creatures appear in unoccupied spaces within 30 ft., act on the initiative count immediately after Uriel, and obey her commands for 1 hour or until they drop to 0 hit points.
Sentinel at Death’s Door (3/Day). When Uriel or a creature she can see within 30 ft. is hit by a critical hit, that hit becomes a normal hit (cancel any effects triggered by a critical).
War Caster’s Riposte. When a creature provokes an opportunity attack from Uriel, she can choose to cast a cantrip or Inflict Wounds (2nd level) at that creature instead of making the attack.
Uriel can take 3 legendary actions, casting a spell with a casting time of one action, or choosing from any of the actions above. Only one option can be used at a time and only at the end of another creature’s turn. Uriel regains spent legendary actions at the start of her turn.
On initiative count 20 (losing ties), Uriel causes one of the following effects in the Ivory Lazaret:
No Rest for the Wicked. All corpses within 60 ft. animate as zombies under Uriel’s control until destroyed.
Sickening Radiance. Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you Uriel chooses within range. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a DC 19 Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away after this effect ends.

Medium humanoid (elf), lawful evil (1,100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 11 (+0) | 12 (+1) | 16 (+3) | 14 (+2) |
Womb of Ash. When the Sister drops to 0 HP, spectral cries echo. Each hostile creature within 10 ft. must succeed on a DC 13 Wis save or be frightened of Uriel and all Sisters of Light for one minute.
Spellcasting. The Sister of Light can cast these spells as an action at will: bless, cure wounds, bane, toll the dead
Cradle of Pain (3/Day). One creature within 30 ft. must succeed on a DC 13 Con save or suffer wracking spasms, taking 18 (4d8) necrotic damage. Their speed becomes 0 and they are unable to take reactions as long as the Sister maintains concentration.
Medium undead, lawful evil — CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 18 (+4) | 12 (+1) | 12 (+1) | 16 (+3) |
Faces of Betrayal. The Wight resembles one of the Imperial Council murdered by Esther Crona. Anyone who recognize the victim must succeed on a DC 14 Wis save when first confronted or be frightened until the end of their next turn.
Drain Life (Recharge 5–6). When the Wight hits a creature with its Graveblade, the target must succeed on a DC 14 Con save or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Graveblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing plus 9 (2d8) necrotic.